Pear-shaped onyx amulet - allows wearer to ignore one 'critical hit' automatically [Amulet slot]
Magical black pearl (allows wielder to see in the dark)(500 GP)(in belt pouch - must be held, in position to grasp with LH if sword dropped)

Golden Torc: works as Hat of Difference but bestows psionicist class [Amulet slot]
**Can't use at same time as Skull Starr

Broadsword "Dark Angel" (red velvet and silver scabbard). +4 to hit, teleport wielder twice daily; drains one (1) life level each time it hits a victim.
Ego 10, Int 10, speaks Arduinian as well as high and low Elvish.

Belt of Hercules
Value: 27,000 G.S. Composition: Steel wire mesh, gold, Hydra leather, and
brass. size: Fits all waists 30" to 40" in size. Weight: 10 Ibs. Age:
10,000 years. Magic Powers: The wearer is given a strength of 25, plus six;(+6)
dexterity and agility and has their constitution doubled. This works only while
worn, and it does have on small drawback: plus ten (+10) to the wearer's ego!

Previously - formerly known as 'demonhand'. hand cut off, replaced with gremlin fist. Returned to normal using a permanent polymorph potion (accidentally created w/ spoon of mixing and polymorph self potion).

When this magical chapeau is worn, the wearer is able to assume the role of a character of any class other than that he or she actually practices.
This magical headgear only empowers assumption of 1st level, but as long as it is worn, the
possessor is able to act as a member of the named class. Any experience gained is in the
assumed role only, but it is cumulative, so if in several wearings the individual actually goes to 2nd level, then he or she retains that level whenever the hat is worn and the new class is assumed.
Such progress may continue indefinitely, but if the hat is discarded, lost or stolen, or not within a one-mile radius of its owner for any 24-hour period, then all experience in the different class is lost. The hit points of the character are always those actually possessed, just as all ability scores are those of the actual character.

This message was last edited by the player at 02:54, Fri 08 June 2018.

Garek NPC, 88 postsFri 2 Mar 2018at 20:32

msg #4

Harcourt

A noble name - the book of skulls.
So, make him a noble. Of forest people: makes him nothing major (particularly elsewhere).
Outcast when found outside the forest.

A kindly old man leads you to the target range. There he teaches you the proper
way to use a bow. You learn quickly and he is very happy. Because of his instructions, you
may reduce your saving roll by 1 level on any future shots with bow and arrow. You thank
your host and he leads you to the door.

Bone Walker: allocate to Harcourt [as human-shaped warrior]
while in here; can't use fireball wand, wizard hat, or golden torc.
And the Belt of Hercules is redundant.
Keep all those however - when walker eventually broken down would be useful; may also need to get out to use.

-move dying fireball wand to Marsa; basically treat of that + The Time Piece for the Walker.

Body Control
Power Score: Con -4
Initial Cost: 7
Maintenance Cost: 5/turn
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none
This power allows a psionicist to adapt his body to a hostile environment.
The change must be keyed to a specific surrounding: water, acid, extreme heat,
extreme cold, an elemental plane, etc. If the power works, the psionicist not
only survives, he fits in like a native organism. He can breathe and move
normally, and he takes no damage simply from being in that environment.
An attack in any form does not constitute an environment. For example, a
character who can survive subarctic temperatures is still vulnerable to a cone of
cold.
Power Score - The psionicist can adapt himself to a new environment while
maintaining the power.
20 - The character becomes even more vulnerable, and the environment causes
1d4 points of damage per round (a second use of body control halts damage).